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    I have to say, I'm impressed, as I'm sure everyone here is, with Dungeon Architect. You guys did an insanely detailed job. Well done.
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      Hi all,
      I am a new user, sorry for basic questions.
      I am trying the snap dungeon and I am getting that issue:

      I have some rooms with a doorway open to nothing when I have dead end rooms and there is some room with doorway pointing to room that can't connect to it.

      Any ideas ?

      Thanks

      Click image for larger version

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        Originally posted by jul_lef View Post
        Hi all,
        I am a new user, sorry for basic questions.
        I am trying the snap dungeon and I am getting that issue:

        I have some rooms with a doorway open to nothing when I have dead end rooms and there is some room with doorway pointing to room that can't connect to it.

        Any ideas ?

        Thanks
        The SnapDoor blueprint has a tab where you can define the close mesh. This should be the terminating "door".

        Comment


          OK I will try that but [MENTION=59935]A[/MENTION]li I was hoping that dead rooms would cap room each time unless there is no space ( in that case a the close mesh is fine), so you can have more random on the dead end.
          Having some pourcentage control of which rooms are spawn would be nice and a check to not use twice the same room in a row too.

          Comment


            Would it be possible to flag SnapDoors as "non essential" or something? Basically it would be nice if they connected to something, but they should not be considered when requiring an entry point to the room. I'm wanting to add upper floors to rooms that do not have a way up from the lower area, but players can jump down. With the current system the lower area might end up with no exits. Another example would be I want a secret door/room that may or may not be behind a bookshelf, but it can't count as an entrance/exit to the room.


            [edit]
            Transform works in mesh area, not in transform subsection when set to relative... weird.

            Also destroying snap dungeons crashes editor about 9/10 times... can't delete generated snap dungeon instance levels manually either, unless I delete the level that created them; crashes editor.
            Last edited by MiDri; 11-05-2016, 05:06 PM.

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              After testing an early beta release i finally plan to buy this package. One question i have is in regards to procedural generated levels and the positioning of blueprints and decals. Is it possible to setup blueprints and decals, randomly - or manually prepare segments for runtime generated levels. I am particular interested to use BPs, and decals, from the ROME package, as seen in this video

              [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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                Are dynamic runtime generated maps, multiplayer ready?
                [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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                  There seems to be a folder lookup issue with the 2.2 quick start content pack. I downloaded this today and the maps are looking for assets in a relative folder; "/Game" which doesn't exist.

                  Here's a sample of the error;

                  LogLinker:Warning: Can't find file '/Game/StarterContent/Textures/T_Concrete_Tiles_N'
                  LogLinker:Warning: Can't find file for asset '/Game/StarterContent/Textures/T_Concrete_Tiles_N' while loading D:/Unreal Projects/DungeonArchitect/Content/DA_StarterPack/Materials/M_Glass_Railing_01.uasset.
                  LoadErrors:Error: Error /Game/DA_StarterPack/Materials/M_Glass_Railing_01 : Can't find file for asset. /Game/StarterContent/Textures/T_Concrete_Tiles_N

                  Comment


                    Originally posted by graysan View Post
                    There seems to be a folder lookup issue with the 2.2 quick start content pack. I downloaded this today and the maps are looking for assets in a relative folder; "/Game" which doesn't exist.

                    Here's a sample of the error;

                    LogLinker:Warning: Can't find file '/Game/StarterContent/Textures/T_Concrete_Tiles_N'
                    LogLinker:Warning: Can't find file for asset '/Game/StarterContent/Textures/T_Concrete_Tiles_N' while loading D:/Unreal Projects/DungeonArchitect/Content/DA_StarterPack/Materials/M_Glass_Railing_01.uasset.
                    LoadErrors:Error: Error /Game/DA_StarterPack/Materials/M_Glass_Railing_01 : Can't find file for asset. /Game/StarterContent/Textures/T_Concrete_Tiles_N
                    Ok, so I just needed to add the starter content to the project. No dramas!

                    Comment


                      Does anyone know if I were to add a blueprint to a Dungeon Theme Override volume, would that work ok? It would be useful to me to be able to add script to those volumes in certain situations.

                      Comment


                        Hello.
                        I am a fresh owner of Dungeon Architect for Unreal Engine 4.13.
                        'Is Pillar on Corner' does not compile:



                        How do I fix this? I tried dragging a 'Dungeon' reference into the blueprint but that did not work.
                        Attached Files

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                          Originally posted by dkoding View Post
                          Hello.
                          I am a fresh owner of Dungeon Architect for Unreal Engine 4.13.
                          'Is Pillar on Corner' does not compile:



                          How do I fix this? I tried dragging a 'Dungeon' reference into the blueprint but that did not work.
                          [MENTION=411872]dkoding[/MENTION] Please use spatial constraints instead of this. Heres a quick example:

                          https://www.youtube.com/watch?v=eL4C42A7rx4

                          For pillars, you'd use 2x2 spatial grid when attached to wall / fence seperaters
                          Dungeon Architect | Prefabricator

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                            I've compiled for 4.14. I'm testing it and will publish an update soon to Epic.
                            Dungeon Architect | Prefabricator

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                              That is good news, I'm eager to start using Dungeon Architect with the Forward Renderer in 4.14.

                              Another question - how can I go about creating a roof for every 'floor' tile UNLESS there is something else placed on that tile, i.e. stairs?
                              I'm using the GridDungeonBuilder, and I want my dungeon to have roofs, however I get this:



                              I guess I have to use a selector, but I can't figure out what the query should look like to query the cell for an existing stair in the room. Also, I don't know if the floor or the stairs are created first.

                              I guess I could use an emitter, but as I want to use an instanced dungeon, that is not the way I want to create my roof tiles.
                              Attached Files

                              Comment


                                Originally posted by dkoding View Post
                                That is good news, I'm eager to start using Dungeon Architect with the Forward Renderer in 4.14.

                                Another question - how can I go about creating a roof for every 'floor' tile UNLESS there is something else placed on that tile, i.e. stairs?
                                I'm using the GridDungeonBuilder, and I want my dungeon to have roofs, however I get this:

                                I guess I have to use a selector, but I can't figure out what the query should look like to query the cell for an existing stair in the room. Also, I don't know if the floor or the stairs are created first.

                                I guess I could use an emitter, but as I want to use an instanced dungeon, that is not the way I want to create my roof tiles.
                                [MENTION=411872]dkoding[/MENTION] You can use a selector for this

                                In your roof mesh node, create and attach this selector so that the roof meshes don't spawn where a stair is present (Create a blueprint derived from GridDungeonSelectorLogic and override the function SelectNode like this)



                                This will create holes where stairs are. Create a new mesh like this and attach it to the stair marker and move it up so they cover all the regions properly








                                In the future updates, I'll emit Ceiling and StairCeiling markers as part of the builder itself so you don't have to do this extra step
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